Infiltrator (5e Class)
From D&D Wiki
- 1 Unseen Eyes
- 1.1 Creating a Infiltrator
- 1.2 Class Features
- 1.2.1 Table: The Infiltrator
- 1.2.2 Trick Of The Trade
- 1.2.3 Unarmored Defense
- 1.2.4 Expertise
- 1.2.5 Spell Thief
- 1.2.6 Spell Slot
- 1.2.7 Spells Known of 1st Level and Higher
- 1.2.8 Spellcasting Ability
- 1.2.9 Stalk
- 1.2.10 Spy Trade
- 1.2.11 Ability Score Increase
- 1.2.12 Attuned Senses
- 1.2.13 Evasion
- 1.2.14 Vigilant
- 1.2.15 Fading Step
- 1.2.16 Adept Climber
- 1.2.17 Sabotage
- 1.2.18 Stumbling Step
- 1.2.19 Shadow Run
- 1.2.20 Peerless Investigator
- 1.2.21 Silent Step
- 1.3 Spy Trades
An indistinguishable Halfling slips the coin purse off of a unsuspecting bystander who is witnessing a riot, which was caused by the Halfling. Leaves rustle as a soft wind blows past a pair of Orcs guarding a stronghold, unaware of the Elf that scales the stronghold's wall just out of their sight. Infiltrator are witty scouts or otherwise gatherers of information, and while they do not shine in combat situations, their manueverability, quick-thinking, and abilities to go unseen where most cannot make them formidable threats to anyone who does not wish to be discovered. No wall is too high or thick for the Infiltrator's resources, and no secret lies buried for long if they wish to find it.
Creating a Infiltrator
As you create an Infiltrator, the important questions to consider are: What will you use the information you gather for? Who taught you your skills, or did you simply pick them up along the way? Do you have a specific bit of information you are trying to learn?
- Quick Build
You can make an Infiltrator quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Hillsfar Smuggler background.
As a Infiltrator you gain the following class features.
- Hit Points
Weapons: Simple weapons, short swords, whips, nets, hand crossbows
Tools: Disguise Kit, Thieves Tools, Poisoner's Kit
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 from Acrobatics, Insight, Perception, Investigation, Stealth, Sleight Of Hand, Performance, Deception, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a disguise kit, or (b) 10 nets
- (a) 2 daggers, or (b) a whip, or (c) a shortsword
- (a) thieves tools, or (b) basic poison(vial),
- (a) 20 darts, or (b) a sling and 20 sling bullets, or (c) a hand crossbow and 20 bolts
- (a) a explorer's pack or (b) a burglar's pack
- If you are using starting wealth, you have 4d4x10 in funds.
|1st||+2||Trick Of The Trade, Unarmored Defense, Expertise|
|2nd||+2||Spell Thief, Stalk||1st Level Slot|
|4th||+2||Ability Score Improvement|
|5th||+3||Spell Thief, Attuned Senses||2nd Level Slot|
|6th||+3||Spy Trade, Expertise|
|7th||+3||Trick Of The Trade, Evasion|
|8th||+3||Ability Score Improvement|
|10th||+4||Spell Thief, Fading Step||3rd Level Slot|
|11th||+4||Spy Trade, Adept Climber|
|12th||+4||Ability Score Improvement|
|13th||+5||Trick Of The Trade, Sabotage|
|14th||+5||Spell Thief, Stumbling Step||4th Level Slot|
|16th||+5||Ability Score Improvement|
|18th||+6||Spell Thief, Peerless Investigator||5th Level Slot|
|19th||+6||Ability Score Improvement, Adept Climber Improvement|
Trick Of The Trade
You have taken on a particular style of infiltration through training and observation. Choose one of the following options. You may choose a additional option at 7th and 13th level, but may not choose the same option more than once.
You gain proficiency in Thieves Tools. If you already had proficiency with the tools, add double your proficiency bonus to checks you make with them.
You gain proficiency in the Poisoner's Kit. If you already had proficiency with the tools, add double your proficiency bonus to checks you make with them.
You gain proficiency in the Stealth skill. If you already had proficiency in the skill, add double your proficiency bonus to checks you make with it.
You have advantage on Acrobatics checks when you are not Incapacitated and have at least one free hand.
You can take the Disengage action as a bonus action.
Before you make an melee or ranged attack while hiding, you can choose to take a -5 penalty to the attack roll. If the attack hits, add +10 to its damage.
You gain Proficiency in the Persuasion skill. If you already had proficiency in the skill, add double your proficiency bonus to check you make with it.
You gain quicker and surer footing, increasing your ability to predict and evade attacks. You gain +1 AC while not wearing medium or heavy armor.
You posses a innate sense for danger that allows you to more swiftly dodge attacks when you aren't restricted by armor. When not wearing armor or using a shield your AC equals 8 + Proficiency Bonus + Dexterity Modifier.
At 1st Level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
At 6th level, you can choose two more of your skill Proficiencies to gain this benefit.
Beginning at 2nd level, your career in infiltration has allowed you to steal a few tricks from the magical arts. You require no material components to cast stolen spells. See chapter 10 for the general rules of Spellcasting.
You have a single spell slot, the Infiltrator table shows at what level it is. To cast one of your stolen Spells of 1st Level or higher, you must expend this spell slot. You regain your Infiltrator spell slot when you finish a short or Long Rest
You can use your action to regain your Infiltrator spell slot. Once you use this feature, you must finish a short or long rest before you can use it again.
For example, when you are 5th Level, you have one 2nd-level spell slot. To cast the 1st-level spell Thunderwave, you must spend this slot, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 2nd Level, you steal one 1st-level spell of your choice from the Ranger, Wizard, or Warlock spell list.
You steal a new Ranger, Wizard, or Warlock spell at levels 5, 10, 14, and 18. A spell you steal must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 5th level, for example, you steal a new Ranger, Wizard, or Warlock spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the stolen Spells you know and replace it with another spell from the Ranger, Wizard, or Warlock spell list, which also must be of a level for which you have a Spell Slot.
Charisma is your Spellcasting Ability for your stolen spells, so you use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a stolen spell you cast and when making an Attack roll with one.
Spell save DC = 8 + Proficiency Bonus + Charisma modifier Spell Attack modifier = Proficiency bonus + Charisma modifier
Starting at 2nd level, you can study a character for 10 minutes to learn information about them. They must be within 30 feet and you must be able to see them for the full 10 minutes to gain this feature's benefits. You gain advantage on all Persuasion, Deception, and Intimidation checks made against them within the next hour, but if you fail any of those checks against them during this time-frame, they become immune to this feature for the next 24 hours. (A character affected by Mind Blank cannot be affected by this feature.)
At 3rd level, you choose a trade in which you wish to base your elusive technique upon. Choose Manipulator, Ghost, or Doppelganger, all detailed at the end of the class description. The trade you choose grants you a feature at 3rd level and again at 6th, 11th, and 15th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you gain proficiency in Perception and Investigation, if you already have proficiency in either, add double your proficiency bonus to those checks instead.
Beginning at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Beginning 9th level, you become more attuned to your surroundings, you cannot be Surprised and creatures gain no benefits to attacks made against you from being unseen. Additionally, when you roll for initiative, you may add your Proficiency Bonus to the roll.
Beginning at 10th level, you can take the Dash action as a bonus action and you cannot trigger traps that are triggered by being stepped on. Additionally, after the outcome of the attack made against you is decided, you may use your Reaction to move a distance of up to your speed, this does not provoke an attack of opportunity from any creature.
Beginning at 11th level, you do not have to make Athletic checks to scale a climbable surface as long as you have at least one free hand, and your climbing speed equals your base walking speed. At 19th level, you do not require at least one free hand to use this feature.
Starting at 13th level, you gain advantage on checks made to disable traps or to lock and unlock mechanisms and you have advantage on saving throws made against traps. In addition, you have advantage on Perception and Investigation checks when you are attempting to detect hidden objects, characters, passages, and compartments.
Beginning at 14th level, you can move through hostile spaces at no penalty, and you can expend 10 feet of your movement to force an opposing character, whose space you moved through, to make a Strength(Athletics) check or a Dexterity(Acrobatics) check contested by a Dexterity(Acrobatics) check from yourself, if they fail this contesting roll, they are knocked Prone. You may not end your turn in an occupied space.
Starting at 17th level, you remain undetected while hiding even if you move at your normal walking speed, and while in dim or dark settings your movement speed is doubled.
Beginning at 19th level, you have gained a fearless and unconquerable mindset. You can no longer be Charmed or Frightened, unless you choose to be.
Starting at 20th level, you become innately stealthy, even when you are not focusing on it. While you are in a position in which you could hide, you have a passive stealth check value of 8 + Dexterity(Stealth), this is increased by 5 if you have advantage on the check, or is decreased by 5 if have disadvantage on the check.
Bewitchers of the soul and ensnarers of the mind, Manipulator Infiltrators often use their skills to confuse or control others in order to get what they want.
Beginning at 3rd level, as a action, you can cause a character within 30 feet, who you can see, to make a Wisdom check with a save DC of 8 + Proficiency Bonus + Charisma Modifier, if they fail, they become Charmed for 1 minute. This effect ends if the Charmed character is attacked. You may use this feature a number of times equal to your Charisma Modifier after finishing a long rest.
Beginning at 6th level, you can use your action to force all characters within 30 feet, who you can see, to make a Wisdom check with a save DC of 8 + Proficiency Bonus + Charisma Modifier, any character who fails this check becomes Frightened for 1 minute. This Wisdom roll is made by the affected character at the end of each of their turns, ending this effect on a success. You may use this feature a number of times equal to your Charisma Modifier after finishing a long rest.
Starting at 11th level, as a action, you can force a character within 30 feet, who you can see, to make a Wisdom check, save DC is 8 + Proficiency Bonus + Charisma Modifier. If they fail, they are put into a dazed state and become Incapacitated for 1 minute, this effect ends if they are attacked. You may use this feature a number of times equal to your Charisma Modifier after finishing a long rest.
Starting at 15th level, you can use your action to force one character within 30 feet to follow your commands, excluding commands that would bring harm to themselves, but including commands that would bring harm to their allies, unless they make a Wisdom check with a save DC of 8 + Proficiency Bonus + Charisma Modifier when this feature is first used on them. This feature ends if the enslaved character is attacked, they do not share a language with you, or if 1 minute since you took control of them has passed. You may use this feature a number of times equal to your Charisma Modifier after finishing a long rest.
Unseen and unheard, Ghost Infiltrators rely on cover and stealth to get where they're going.
- Silent Sneak
Starting at 3rd level, you make no sounds when you breathe, walk, or climb, unless you want to. Characters have disadvantage on Perception checks (and -5 from passive Perception) made against you while they cannot see you and when you roll a 1 or 2 on a damage die for an attack you make from hiding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
- Friend Of Shadows
Starting at 6th level, you can make Stealth checks while you are partially obscured. This may be done when you are behind half cover or three-fourths cover or when you are in a setting where no opposing character can clearly see you (such as a dim or dark setting or when in a thick fog).
Beginning at 11th level, you can cause yourself to become harder to hit through slight movements. When you would be hit by an attack, you may use your reaction to add 1d6 to your AC against that attack.
- Wall Walk
Beginning at 15th level, you are no longer affected by difficult terrain and you can walk through any wall that is no more than 1 foot thick. You can walk through walls a number of times equal to your Dexterity Modifier, you regain all uses of this feature after finishing a short or long rest.
The best place to hide is in plain sight, Doppelganger Infiltrators use their surrounds, namely the people within them, to elude unsavory company or to avoid being seen in the first place.
Starting at 3rd level, you can use your bonus action to take on the physical appearance and voice of a Small or Medium humanoid you are touching, for 1 hour. While using this feature all of your statistics remain the same. This gives you advantage on Persuasion and Deception check against characters that trust the character whose appearance you have taken, and advantage on Intimidation checks made against characters that are afraid of the character whose appearance you have taken. This feature may be ended at will.
Beginning at 6th level, you have learned how to better take on the skills and personality quirks of nearby creatures. As a bonus action, choose a creature that can see and that is within 30 feet and make a Charisma(Performance) check contested by a Wisdom(Insight) check from that creature. If you succeed, you mimic their mannerisms in such a way that it confuses them, giving advantage to all attack rolls made against them and disadvantage to all attack rolls they make against you until the end of their Turn.
- In Plain Sight
Starting at 11th level, you have become more adapt at making yourself appear to be someone you're not. You gain proficiency in the disguise kit, and you add double your proficiency bonus to checks made with it. You also gain proficiency with a forgery kit. If you already had proficiency with a forgery kit, add double your proficiency bonus to checks made with it.
- Self Cloning
Beginning at 15th level, you can choose to gain the benefits of the clone spell, but only on yourself. You must still have a vessel with a seal-able lid that is large enough to hold a medium creature, but it does not have to cost at least 2000gp. The clone you create through this feature matures in 10 days, but you may only have one clone in existence through this feature at a given time, creating another clone destroys any pre-existing ones.